Questing Beast
Beast Strategist
Like the griffin, the questing beast is a heraldic beast—thought to be fictional until the appearance of the Underworld. It resembles a long, serpentine crocodile in shape but has a furry, spotted hide like a leopard. Its cry sounds like thirty hunting hounds yipping and barking.
A questing beast is so named because it exists only to be hunted. It's a coy little fellow that waits just out of bow shot. If you lose sight of it, it retraces its steps and peeps at you from around a tree. It carefully places its fewmets so you can find them.
Of course, if you're chasing this thing through the Underworld, the questing beast is making a huge racket. Its barking draws the attention of creatures a few rooms away. It intentionally triggers traps as it runs past.
Attributes: Swords 1 | Pentacles 4 | Cups 2 | Wands 3
Health/Defense: 3/3
Likes: Bright Colors, Fish (for food), Horses (thinks they're cute), Hunting Horns
Hates: Falcons (jealous of their ability to fly), Perfume
Notes
- Fleet.
On its turn, the questing beast can Move 2 zones without spending a card.
- Slippery.
Discard any card to avoid a dungeon hazard: bash down a door, trigger (and evade) a trap, leap a pit, or otherwise. This action does not count towards the one card per turn limit.
Lesser dooms
- Nip.
On a successful Riposte, the questing beast deals 2 Wounds.
- Trample.
On an unsuccessful Attack, the questing beast may use their Attack action against a second target in the same zone.
Greater dooms
- Evasive.
The questing beast can play a greater doom as a Dodge action.
- Expeditious Retreat.
Discard a greater doom card to automatically disengage from all combatants. This action does not count towards the one card per turn limit.
- Resilient.
Discard a greater doom card to automatically Recover from all effects. This action does not count towards the one card per turn limit.
- Tactics.
Discard a greater doom card to turn a standard Challenge Action into an interrupt.